Searched refs:SV_POSITION (Results 1 – 25 of 61) sorted by relevance
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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | Passthrough2D11.hlsl | 9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) 15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, … 35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) … 43 int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : … 51 float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : … 56 uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 64 int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… [all …]
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D | MultiplyAlpha.hlsl | 19 float4 PS_FtoF_PM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 26 float4 PS_FtoF_UM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 38 float4 PS_FtoF_PM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 45 float4 PS_FtoF_UM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 56 float4 PS_FtoF_PM_RGBA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 63 float4 PS_FtoF_UM_RGBA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 74 float4 PS_FtoF_PM_RGB_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 82 float4 PS_FtoF_UM_RGB_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 93 float4 PS_FtoF_PM_RGBA_4444_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 101 float4 PS_FtoF_UM_RGBA_4444_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… [all …]
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D | Passthrough2DArray11.hlsl | 13 float4 PS_PassthroughRGBA2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR… 18 uint4 PS_PassthroughRGBA2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTA… 28 int4 PS_PassthroughRGBA2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 38 float4 PS_PassthroughRGB2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 43 uint4 PS_PassthroughRGB2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR… 53 int4 PS_PassthroughRGB2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE… 63 float4 PS_PassthroughRG2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE… 68 uint4 PS_PassthroughRG2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 78 int4 PS_PassthroughRG2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGET… 88 float4 PS_PassthroughR2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGET… [all …]
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D | Clear11.hlsl | 27 out float4 outPosition : SV_POSITION) 35 out float4 outPosition : SV_POSITION, 44 out float4 outPosition : SV_POSITION) 343 PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION) 354 PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION) 362 PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION) 371 PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION) 381 PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION) 392 PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION) 404 PS_OutputFloat6 PS_ClearFloat6(in float4 inPosition : SV_POSITION) [all …]
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D | Swizzle11.hlsl | 38 float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TAR… 43 int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGE… 51 uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TAR… 59 float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDE… 64 int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX,… 72 uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDE… 80 float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRA… 85 int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYI… 93 uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRA…
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/external/deqp-deps/glslang/Test/ |
D | hlsl.multiEntry.vert | 3 float4 FakeEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION 8 float4 RealEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION
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D | hlsl.hull.4.tesc | 9 float4 m_Position : SV_POSITION ; 20 float4 m_Position : SV_POSITION;
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D | hlsl.hull.5.tesc | 9 float4 m_Position : SV_POSITION ; 20 float4 m_Position : SV_POSITION;
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D | hlsl.constructArray.vert | 1 float4 main() : SV_POSITION
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D | hlsl.partialFlattenMixed.vert | 9 float4 main(float4 pos : POSITION) : SV_POSITION
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D | hlsl.texturebuffer.frag | 14 float4 main(float4 pos : SV_POSITION) : SV_TARGET
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D | hlsl.earlydepthstencil.frag | 4 float4 Position : SV_POSITION;
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D | hlsl.entry-in.frag | 3 float4 fragCoord : SV_POSITION;
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D | hlsl.struct.split.array.geom | 3 float4 Pos : SV_POSITION;
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D | hlsl.structin.vert | 3 float4 coord : SV_POSITION;
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/external/angle/third_party/vulkan-deps/glslang/src/Test/ |
D | hlsl.multiEntry.vert | 3 float4 FakeEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION 8 float4 RealEntrypoint(uint Index : SV_VERTEXID) : SV_POSITION
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D | hlsl.hull.4.tesc | 9 float4 m_Position : SV_POSITION ; 20 float4 m_Position : SV_POSITION;
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D | hlsl.hull.5.tesc | 9 float4 m_Position : SV_POSITION ; 20 float4 m_Position : SV_POSITION;
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D | hlsl.partialFlattenMixed.vert | 9 float4 main(float4 pos : POSITION) : SV_POSITION
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D | hlsl.constructArray.vert | 1 float4 main() : SV_POSITION
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D | hlsl.texturebuffer.frag | 14 float4 main(float4 pos : SV_POSITION) : SV_TARGET
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D | hlsl.earlydepthstencil.frag | 4 float4 Position : SV_POSITION;
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D | hlsl.entry-in.frag | 3 float4 fragCoord : SV_POSITION;
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D | hlsl.structin.vert | 3 float4 coord : SV_POSITION;
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D | hlsl.struct.split.array.geom | 3 float4 Pos : SV_POSITION;
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